EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

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SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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July 2013

  • remove DBG_ variable for _DEBUG_LUNATIC=0.

    Helixhorned r3966 19 Jul, 05:49 Build 3970
  • fix some must-fail tests and module()s without require'end_gamevars'.

    Helixhorned r3965 19 Jul, 05:49 Build 3970 Fix
  • replace 'idx >= BOUND+0ULL' idiom with 'not (idx >= 0 and idx < BOUND)'

    Helixhorned r3964 19 Jul, 05:49 Build 3970
  • General

    Makefile.common: disable -Wstrict-overflow.

    Helixhorned r3963 18 Jul, 11:08 Build 3963 Fix
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    It didn't turn out that useful and was giving a warning with one of the preceding changes.

  • General

    Polymer/ART mapping: fix formula for globalvisibility.

    Helixhorned r3962 18 Jul, 11:08 Build 3963 FixEngine
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    Also, very slightly tweak a factor toward a "brighter" (farther visible) scene overall to account for the "circular" nature of the fragment distance (as opposed to an "ortho" distance in Build).

  • General

    Retire global 'lastvisinc'.

    Helixhorned r3961 18 Jul, 11:08 Build 3963
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    It was only ever used as upper bound to the time that a visibility change decays, but since it does that in an exponential fashion, there's really no point.

  • General

    Make vis decay with time independent of FPS, treat p->visibility<0 like 0.

    Helixhorned r3960 18 Jul, 11:08 Build 3963
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    Now, if p->visibility differs from the constant visibility, the former converges toward the latter by three-quartering the difference each second totalclock increment (1/60th second). Negative player visibilities are not handled consistently throughout the different renderers, so make it look the same as 0 (can view to infinity).

  • properly calc start/end fog dist for r_usenewshading=2, vis=0, shade>0

    Helixhorned r3959 18 Jul, 11:08 Build 3963
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    So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter.

  • General

    Apply patch by forum user "John Jendro" fixing OS X build.

    Helixhorned r3958 13 Jul, 14:05 Build 3958 Fix
  • General

    Makefile.common: make LUNATIC be set to 0 if not set from env ("?=0").

    Helixhorned r3957 13 Jul, 14:05 Build 3958
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    Also override LTO to 0 in Lunatic builds.

  • document previous additions and more of the existing stuff.

    Helixhorned r3956 13 Jul, 14:05 Build 3958
  • General

    Clean up some player.c code.

    Helixhorned r3955 13 Jul, 14:05 Build 3955
  • rework weapondata_t __newindex handling for the sound members.

    Helixhorned r3954 13 Jul, 14:04 Build 3955
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    Also, in test.elua, add a currently failing must-fail test (i.e. it wrongly succeeds where it should not!).

  • revamp sector changing/updating functions of sprites.

    Helixhorned r3953 13 Jul, 14:04 Build 3955 Engine
  • General

    game.c: read sprites-on-screen count for DNDEBUG at end of G_DoSpriteAnimations.

    Helixhorned r3952 13 Jul, 14:04 Build 3955 Engine
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    Because that function might have inserted tsprites itself, e.g. for the fake floor shadow. Also add one "spritesortcnt < MAXSPRITESONSCREEN" bound check in legacy ROR code.

  • create game Lua state just before EVENT_NEWGAME, not in G_EnterLevel().

    Helixhorned r3951 13 Jul, 14:04 Build 3955 CON
  • General

    Factor out repeated few-liner into G_NewGame_EnterLevel(), misc. cleanup.

    Helixhorned r3950 13 Jul, 14:04 Build 3955
  • add -ftrapv, -fwrapv opts, providing trapping/wrapping arith semantics.

    Helixhorned r3949 13 Jul, 14:04 Build 3955 CON
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    Currently only for multiplication.

  • call G_ShowView() using the Lua C API and not through the FFI.

    Helixhorned r3948 13 Jul, 14:04 Build 3955
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    G_ShowView() may call events. Ouch!

  • General

    In DNCOORDS display, show execution time in ms for all actors (G_MoveActors).

    Helixhorned r3947 13 Jul, 14:04 Build 3955
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    Smoothed using an exponential moving average... with a time constant of 1 sec if I didn't miscalculate things. Also, split BYTEVERSION_JF into Lunatic and non-Lua.

  • output timing results to CSV file, don't time unreg'd events/actors.

    Helixhorned r3946 13 Jul, 14:04 Build 3955
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    The base name is taken from the environment variable LUNATIC_TIMING_BASEFN, which is suffixed with .actors.csv and .events.csv.

  • add forgotted "screensound" to keyword list in con_lang.lua.

    Helixhorned r3945 13 Jul, 14:04 Build 3955 FixCON
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    Also, fix 'spriteflags' directive.

  • CON

    Add predefined labels MAXSPRITES, MAXSTATUS and MAX_WEAPONS.

    Helixhorned r3944 13 Jul, 14:04 Build 3955 CON
  • implement 'tossweapon'.

    Helixhorned r3943 13 Jul, 14:04 Build 3955 CON
  • document more stuff (not too carefully), add red DRAFT marker.

  • General

    Polymost "use tile shades": don't confound shade and visibility.

    Helixhorned r3941 9 Jul, 11:23 Build 3942 Engine
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    That is, for shade of objects, use shade tables. For visibility, use GL fog. Mixing these two does not produce satisfactory results in areas where both shade and visibility darkening are high, such as around the E1L1 restroom.

  • handle system gamearrays for some array commands.

    Helixhorned r3940 9 Jul, 11:23 Build 3942 CON
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    - 'copy' may have them as source, 'getarraysize' works fine - 'setarray' and 'resizearray' are obviously forbidden - 'readarrayfromfile' and 'writearrayfromfile' is not implemented for them (use case?) Also, in the Makefile: don't use realpath on directories. It may give an empty string.

  • swap first and second arg of con.spawn().

  • slight Makefile tweak for Windows preparation.

    Show details

    Add doc/how_to_build_lunatic.txt and doc/lpeg-lunatic.patch.

  • retire per-sprite tsprite access for per-tile animation callback reg.

    Helixhorned r3937 7 Jul, 13:59 Build 3938 Engine
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    Don't yet make this official API though, since there are unresolved issues with newly created tsprites potentially being fed back to the animation loop. Add xmath.angvec(), xmath.bangvec(), tspr:set_sectnum(), tspr:setpos().

  • General

    Remove one instance of duplicate code lines and now unused TSPR_MIRROR.

  • General

    Rename the external 'gethitickms()' to 'gethiticks()'.

  • General

    In Windows and SDL layers, rename *hitick* to *u64tick*.

  • various unrelated changes and more documentation.

    Helixhorned r3933 7 Jul, 13:58 Build 3938 CON
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    - check map-text version on load - LunaCON: don't allow (back)slash as identifier char - LunaCON stand-alone: don't resort to default directory for root file names - document non-local control flow functions and for LunaCON, ambigious lexical elements

  • partially fix LTO=1 build with GCC.

    Helixhorned r3932 4 Jul, 12:38 Build 3932 Fix
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    Having to tag these few variables and functions as ATTRIBUTE((used)) seems sensible, but what follows is just strange. OSD_Printf? headspritesect?

  • make g_playerWeapon an array of a corresponding bcarray type.

  • document the additions of the preceding commits.

  • various changes.

    Show details

    - swap 2d and 3rd args in xmath.rotate() -- now rotate(point, ang, pivot) - add vec3 method 'rotate', calling xmath.rotate - store game tic count in savegames

  • many changes, motivated by writing test "helixspawner".

    Show details

    - some renames of functions/methods - con.actorvar: explicitly allow (for now) boolean and number values - added gv.gametic, player.holdskey(), player.all(), actor.check*()/hit*(), gv.rendmode, gv.REND, <bitint>:mask(), spr:getheightofs() - make read of nil var in "finalized" (live) module produce error, too - add test/helixspawner.lua

  • on palfrom from CON or C, set palsfade{speed,next} and regard prio.

    Helixhorned r3927 4 Jul, 12:38 Build 3932 CON
  • General

    Polymodes/Lunatic: don't do y panning "correction" for nonpow2 ysize tiles.

  • document con.action/move/ai and actor methods.

    Show details

    Also, in some movement functions, replace e.g. (vel*TICSPERFRAME)>>2 with vel.

  • various tweaks and fixes.

    Helixhorned r3924 4 Jul, 12:38 Build 3932 FixCON
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    - fix getv movflags handling in VM_Move() - add actor.fall() - LunaCON: sanity-check some action members

June 2013

  • in con.action and con.move, allow mixed number/string key tables.

    Helixhorned r3923 30 Jun, 13:38 Build 3923
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    E.g. con.action{0, 4, delay=20}; for convenience, viewtype and incval are initialized to 1 (not 0) here.

  • retire an actor's sprite[].hitag/lotag for new actor[] members.

    Helixhorned r3922 30 Jun, 13:38 Build 3923 Engine
  • General

    Retire actor[].shootzvel, as it was only ever used in local scope.

    Helixhorned r3921 30 Jun, 13:38 Build 3923 CON
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    That is, its value was only referenced during the duration of a function call that had previously set it. It was also never accessible from CON.

  • General

    Actor-related code cleanup part 2: give actor t_data[] indexes names.

    Helixhorned r3920 30 Jun, 13:38 Build 3923
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    Using macros like AC_COUNT(t). Clean up related code: - comment out the dead condition noted in the previous commit - Lunatic: use get_count() instead of get_t_data(0) in one place, rename to _get_t_data(), i.e. make that method internal

  • General

    Actor-related code cleanup part 1: rename some locals, expose one dead condition

    Helixhorned r3919 30 Jun, 13:38 Build 3923
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    ... due to making hi/lotag unsigned in r3174. This commit keeps the compiler warning, the next one will remove it.

  • add actor methods allowing overriding action delay and move hvel/vvel.

    Helixhorned r3918 30 Jun, 13:38 Build 3923
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    Add testing code for an example actor 1275 (newspaper) to test.elua.

  • require'CON.ACTION' etc. gets composites from CON; add actor.MOVFLAGS.

    Helixhorned r3917 30 Jun, 13:38 Build 3923 CON